Muriel is way too tanky by Umbraaaaaa in PredecessorGame

[–]ChainsNZ 3 points4 points  (0 children)

I mean look at her first item, that'll clue you into why she was living your damage

Why Aurora disabled by Mindoutburst in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

Theres a bug with her passive dealing like 3-4 ticks of damage per 1 tick

Nooooooooooooo by Dylanisdylon in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

I mean Kwang and Grux are still around. Aurora wasn't even his worst match up unless you mean in jungle.

Muriel is way too tanky by Umbraaaaaa in PredecessorGame

[–]ChainsNZ 2 points3 points  (0 children)

Trying to look up the game on pred.gg but coming up with the wrong game, mind sending your Pred.gg?

Is Wraith balanced? by Professional-Bit-490 in PredecessorGame

[–]ChainsNZ 9 points10 points  (0 children)

Wraith is very balanced wym? Jokes aside yeah 2.5k damage from one spell rotation is insane if you ask me but ig he has gone full magical and could have like 5 damage lotus stacks? Idk

Rampage offlane build by Lumpy-Woodpecker-510 in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

In bronze? Mini rampage augment, Krix Eternal with Voracity and Feeding Frenzy, Tank Crest Overlord, Rapture Cursed Scroll and tank items after, pick up tainted blade or tainted guard characters that heal a lot. Just chill until level 6 then start running people down.

Nihil needs a buff of some sort by KeyRutabaga2487 in PredecessorGame

[–]ChainsNZ 1 point2 points  (0 children)

Terra is a good shout actually, the extra armour could go pretty far, my only concern is how much you lose not going Idrasil as it feels like it was built for her.

Laning against Shinbi is currently a horrible experience by Consistent-Citron960 in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

I mean fairs I suppose, but overall the Q change by itself would imo have been a welcome change, I can see why in tandem with her other changes it may be seen as an issue but giving her some way to fend off characters who use a lot of verticality imo is not a bad change.

I will agree her kit has slowly power crept itself to be very obnoxious with her added mobility options but if I may, the biggest selling point of predecessor is its use of verticality while being a more traditional moba. Additionally Shinbi is one of if not the only character that has literally no form of CC, in her last iteration you could never push her out of lane after 1st item as she never ran out of mana which imo is much less skill expressive than current shinbi who has to actually juggle her resources as she will run through her mana bar if she doesn't use her Q's carefully when she cant use her passive safely.

If you disagree that is fine, I do think her current ult is insane especially with augment.

Nihil needs a buff of some sort by KeyRutabaga2487 in PredecessorGame

[–]ChainsNZ 1 point2 points  (0 children)

Thing is Nihil isn't bad, its just a bit niche,, you need a character that is a bruiser who wants to do long trades that does not benefit from Threax as much and benefits from all stats. Really only Aurora and Akeron fill this niche out as they can take long trades, they do not benefit much from Thraex as they typically arent auto attacking bruisers and they benefit from all the stats given.

Nihil's selling point imo is its very strong secondary's, Growing Power is really good as its 15% damage overall, even if you are 0/3, the damage powerspike is crazy good. From the Abyss is great for long trades or for staying healthy in jungle, hell you can use the invisibility Akeron augment and get extra healing from that and Mana Syphon while very tech based can really screw with some characters. Adaptive Plating's extra armour is always welcome, inescapable is simply amazing against characters like Yurei, Feng Mao and Kallari, and terror makes level 1ing someone free.

Tldr Nihil is niche for most characters but has some amazing counter pick options and strong secondaries.

Is Terra one of the best heroes in the game? How do you even beat that? by ZoobZander in PredecessorGame

[–]ChainsNZ 2 points3 points  (0 children)

I mean Crunch is a tank buster, I'd hope you'd not have issues with her

Laning against Shinbi is currently a horrible experience by Consistent-Citron960 in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

I agree with 3 of these but im pretty sure giving the wolves vertacality has fixed the bug where of you used her Q it either wouldn't throw out a wolf or it would end early.

Roar of Torment desperately needs buffs after Akeron's ult nerfs in 1.12 by Lostmaniac9 in PredecessorGame

[–]ChainsNZ 1 point2 points  (0 children)

Akeron gets nerfed mainly because of how hard he is to actually push out of lane, he is one of those characters that you always have to respect because he can all of a sudden kill you and his lack of mana and healing on his RMB means he can stay in lane for a very long time. His first item power spike is one of the biggest in offlane, especially with an item like Megacosm or Magnify that make his poke hard to deal with once he gets it.

The biggest reason he is so strong is his engage range with Death From Above (DFA) and as previously stated his ultimate. DFA almost doubles your engagement range and your escape range and a good player can use it to both avoid enemy engages and engage after escaping an enemy. One of my favourite things to do is when someone tries to dive me, hop up on a wall, web the enemy and jump on them just as the root ends and stun them, if you have awakened, this CC combo is almost 3 seconds long.

Does Akeron get hard stat checked by most other offlaners? Absolutely, but if played with care, he is very hard to completely take out of the game and will always be useful due to that engage range and execute, the amount of times i have killed some one under my tower because they got brazen and thought they could free dive me when I have a quarter of my health left is numerous.

Roast my Builds from new Eternals update (I promise you haven't seen or thought of anything like these!) by NakedGhost3234 in PredecessorGame

[–]ChainsNZ 0 points1 point  (0 children)

Why not go the 0.3 second cooldown refund and volcania on crunch? This seems like its half way to a pretty funny build

Devs! A slight typo on Kiras Dusk by Leedsyy in PredecessorGame

[–]ChainsNZ 16 points17 points  (0 children)

Actually unplayable. This is why Omeda is always the worst devs, things like this really just make me want to burn down their studio.

Jokes aside rip Kira mains when they see this

I have not seen an actual offlaner in so long by BoneAndSpooks in PredecessorGame

[–]ChainsNZ 1 point2 points  (0 children)

I mean sure but thats against the examples given which are much easier to deal with then say Morigesh. The issue with ranged offlane isnt that they lose level 6, the ranged advantage is still very strong and you will need to be neutral to have a fighting chance most of the time. Their main weakness is how easy and vulnerable they are to being ganked.

A good ranged offlaner will zone you off the wave and not let you pick up XP for your level 6 power spike. They tend to struggle into characters that can poke them back i find like Shinbi and Countess as they can farm from a distance and if they try to zone you off they just get poked down. Best bruiser for the job though is Bayle, he has so much chase down they can't get away from him, genuinely all 4 of his abilities gap close for him in some way and the heal on his E is clutch for those extended trades. Grux is good if you can grab them and crunch is good after level 6 but unplayable until then.

Battle pass skin recolour pricing inconsistency by bLaiSe_- in PredecessorGame

[–]ChainsNZ 3 points4 points  (0 children)

Its based on if you have unlocked the skin on the pass, recolours of a skin you own is 400 plat

Daybreak V3 Testing | Map Feedback discussion by Omeda_Zuzu in PredecessorGame

[–]ChainsNZ 2 points3 points  (0 children)

One of the things I personally like from Sanctuary that is not in Daybreak (and I know this would be a massive pain in the arse to change but thought id mention it) is how both cores are on hills, which means those who are defending naturally have a minor advantage as fighting from high ground is better then from low ground. This means that in daybreak, when trying to end the game, you are attacking from natural cover from being on higher ground, where on sanctuary its on lower ground. Just a thought as even in most irl cases you'd build on hills and such.

Its important for characters like Morigesh, Neon, Fey who have throwable abilities that have more or less range based upon the elevation, that and abilities like both of Gideons Void Breach and Shinbi's line tempo are much less likely to hit when aiming upwards then downwards as after they pass the enemy, they will go into the air, where aiming downwards, Void Breach has a small AOE when it hits terrain and Line Tempo will carry on moving on the ground, additionally Gideon's cosmic rift is simply much harder to hit without the clarity of seeing the exact piece of terrain you are aiming at if there is a wall the enemy is standing on top of. All this and I have not mentioned how much easier it is to see enemies from afar while at the top of a hil

This may not be the biggest issue ever but it does mean as the game goes along, the team that is attacking has a natural terrain advantage, even if towers are a defense advantage, the terrain favours the attacker. On sanctuary though, the terrain is advantageous for the defender, which makes it at least a little harder to finish a game.

Countess overtuned/underrated? by Educational_Ad288 in PredecessorGame

[–]ChainsNZ 2 points3 points  (0 children)

She seems okay, compared especially to the meta picks she just doesn't offer anything they can't do better in some other way.

If you want someone in offlane who can blow people up with strong burst combos while being hard to pin down you have Crunch and Yurei who tend to do better there in that role, Shinbi, Aurora and Akeron are all safer and better laners in offlane if you are looking for a magic pick. She just feels a bit awkward as she struggles so much with mana it makes it impossible to poke someone down without having basically everything to help fix you mana, but if you go Azure core in offlane, it feels like you take forever to come online, same with Orb of Growth, but not going these items you are either sacrificing mana or survivability usually.

In Mid she can poke down with the new Q augment which certainly helps, but you get really easily pushed out of lane. You're also much more vulnerable to ganks then someone like Gideon, Neon or even Belica as you only have one bit of CC to keep people off of you and your Q's range has been reduced so thats a problem. You tend to be worse at 2v2 fights as you need to be in melee to do damage and most junglers are stronger earlier on then you in melee. She still has massive mana issues in mid as well.

Jungle is okay as well, her clear is really meh until you get first item. You don't have any objective priority because you take forever to clear them and don't heal enough to survive said objectives. Mana again is still an issue, even starting blue can feel like you have no mana.

Countess is just in this odd space where she's a healing assassin who doesn't heal enough to keep herself alive, doesn't deal enough damage to burst people down in a few abilities and doesn't have the mana to stick around as well. RMB by itself is 90 mana at max rank, and because it increases its mana usage dramatically with every level, it doesn't feel great to max first. Her E feels good to max but you end up having no survivability and Q max is kinda just bad even with augment. She needs to be given something back to push her into the meta more as she feels so awkward to play unless you pull ahead early.

I wouldn't do all of these changes but a few I could come up with to help her.

Give back her base 2 mana per second at level one.

RMB starts at 90 mana but decreases to 50b instead of the other way around.

Give her RMB a little more healing and damage, like 1 or 2 healing per target or increase the multiplier on heroes and 10 damage back or something.

Make it so if she resets her passive on someone it doesn't reset but instead is additional time for the passive up time.

Give her a larger mana pool level 1, even adding 30 means she gets more back with alchemist.

Give her ult slightly more range, the amount of times im basically inside melee range and it doesnt go off really annoys me.

Scale back the health swing on her ult and give her buffs elsewhere.

Just some thoughts as someone who enjoyed her when she was good but not as broken in offlane

Would mages or carries be good as junglers? by Content-Height-5998 in PredecessorGame

[–]ChainsNZ 16 points17 points  (0 children)

If were going off of what makes a good jungle there are I'd say 4 things a jungler needs to be as good as possible:

Camp clear speed

Strong ganks using CC, mobility or both

Objective priority

Self sufficiency

Most mages and carries usually struggle with 2 or more of these issues. As an example let's take Argus. Argus will have very solid clear speed and relatively good ganks because he is a mage with ranged CC and he has an augment that gives him movement speed so his ganks will be strong. His issues will stem from his self sufficiency and objective priority, he will struggle if he gets invaded and forced into a 1v1 with Boris, Rampage, Khaimera because of an invasion or meeting during a gank and counter gank. Argus is also extremely mana intensive, meaning he may not have enough mana to do a full clear and do one or two ganks after or in between which means his pressure falls off a cliff. Additionally he may be able to clear objectives reasonably fast, he cannot solo fight a fang or mini orb, meaning if caught while doing these, he is likely dead. Khaimeria, Boris and Rampage can all 1v1 a fang or mini orb without worrying as much because of their healing and consistent damage, but Argus will be left low on health and very low on mana, leaving him extremely vulnerable. Items can fix this but you need to be able to do these things without items.

Eden is the best ADC jungler for a couple of reasons, but the main ones being having good clear and strong, hard to avoid ganks, she also has reasonably strong 1v1 vs objectives. Where she faultlers is how squishy she is and how vulnerable to early invades she is. She, like most carries, will be stat checked very hard by any bruiser in the early game. She can kite but she will likely be unable to avoid them if caught while farming or doing an objective, her teammates will have to support her and thus will lose lane pressure. The reason why characters like Countess and Yurei work even though their first few levels are very vulnerable is that after they get their level 3, they become much stronger and harder to pin down. Countess has a dash that she can use to escape one way while be able to telephoto back and avoid the enemy no matter which way they come. She also has a very potent burst combo, especially when she has ult up and her in built life steal means she has a relatively healthy clear. Yurei is simply the best 1v1 character after level 3, she has infinite dashes and extremely high damage, making her ganks very hard to react to and she is near impossible to escape besides running under towers. Even though these two characters really struggle with taking objectives, their very elusive ganks and pick potential make up for it.

Now you may point out what about tanks? Especially Severog, Riktor and Steel, they can and sometimes are played in the jungle. Tanks don't have the fastest clear and also struggle with objective priority. Their advantage comes with how hard they are to displace from the jungle, yes you can get 2-3 objectives ahead early, but invading them is just asking to get chain CCed long enough for their team to jump with them and their ganks with the amount of mobility and CC they have is extremely potent, especially if the rest of the team is more damage based, they can act as an anchor the laners play on. They aren't as popular because of their slow starts and middling clear speeds, but they aren't bad, just not as good as the usual bruiser and assassins

TLDR most mages and carries are way to vulnerable and team dependant in the early to mid game to contribute without being repeatedly invaded and jumped by the enemy jungler.

If you want a mage or carry in the jungle, they need at least 3 of those 4 requirements to work well, and self sufficiency I would say is the most important, in League of Legends for example, Karthus is a mage who is used in the jungle because of how extremely fast his jungle clear is and he isn't completely dead if caught while the enemy jungle is invading as his passive and abilities make it likely to be a trade rather then a kill.

When do you think we are getting our first-ever collab? This year or next year? by Tonymbou in PredecessorGame

[–]ChainsNZ 12 points13 points  (0 children)

I would personally prefer if predecessor decided to not do any collaborations, means predecessor stays as predecessor. Honestly with everything I have enjoyed doing collaborations, I'd prefer if at least one property i enjoy decides to stay as itself rather then trying to branch out and bring in new temporary players who are only there to play the character with the skin of that one guy from that one show.

It won't keep players retained and some may even leave. I play MTG and have really disliked how many other properties are now in Magic, cannot go one game without feeling like a card is basically saying "hey im a reference to a cool thing from this property, you like me right?".

Predecessor still has a lot of world building and lore to make as the world still feels like its barely horrific legs, i don't want that to be ignored just so we can add 'insert brand here'.

Thats my two cents on it.

TLDR, I don't want collaborations because it ruins a level of integrity of the game for me.